Special Tilesets for Amine M

Started by ffomega, March 13, 2016, 06:33:46 PM

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March 13, 2016, 06:33:46 PM Last Edit: March 13, 2016, 07:44:03 PM by ffomega
These tilesets are for Amine M.  Others are free to use them as well.  Please credit if used



Bonus for Amine M:



data file for dungeon tiles

A mockup of jabu-Jabu:


the psd file (for editing and fleshing out)
http://wlo-koori.comoj.com/for-the-PZE/dungeons.zip
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/


I plan to make a minimap tileset for building overworld and dungeon minimaps.  I also need to rework and recolor the tilesets I have already created, as well as create tutorials on how to install and use them.  Refer to the post I made on the Lakebed tileset for an idea on what the tutorials will look like :)
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

You should try to delete the spacing between tiles because it waste some place in the tileset, and if you plan to extend it might cause strange thing if your tile width is higher then 2000 pixels (animated tiles not displayed)
The chest sprites can cleverly be put in tile.entities.png or in a separate file

Otherwise these are quality tiles and tileset, I can't deny that, good work

Quote from: MetalZelda on March 15, 2016, 09:40:42 PM
and if you plan to extend it might cause strange thing if your tile width is higher then 2000 pixels (animated tiles not displayed)
What? This would be another bug. Please report it then  :D

The spacing was done to organize the tile types.  Honestly I wasn't paying attention to the spacing at the time, I was keeping the tiles together mostly to avoid users from losing track of tile type.
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

And you were right, it is better to keep spacing for future additions.
If there is a performance issue with big images I will fix it before the 1.5 release.

QuoteThe chest sprites can cleverly be put in tile.entities.png or in a separate file

The reason the chest tiles are included were not to be used as dynamic tiles that can be disabled upon start as placeholders for chests the editor may want to put down.  This was an idea taken from Tunics, in which parts of the tileset contained enemy sprites that were used as dynamic tiles, which were then replaced within the code by random enemies based on certain conditions like weapon/item requirement, tileset, terrain type, etc.
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/

March 15, 2016, 10:44:19 PM #8 Last Edit: March 15, 2016, 10:46:22 PM by MetalZelda
Quote from: Christopho on March 15, 2016, 10:05:25 PM
Quote from: MetalZelda on March 15, 2016, 09:40:42 PM
and if you plan to extend it might cause strange thing if your tile width is higher then 2000 pixels (animated tiles not displayed)
What? This would be another bug. Please report it then  :D

Can't reproduce it, it might have been already fixed, but I'll report it if it shows up again

Quote from: ffomega on March 15, 2016, 10:37:03 PM
QuoteThe chest sprites can cleverly be put in tile.entities.png or in a separate file

The reason the chest tiles are included were not to be used as dynamic tiles that can be disabled upon start as placeholders for chests the editor may want to put down.  This was an idea taken from Tunics, in which parts of the tileset contained enemy sprites that were used as dynamic tiles, which were then replaced within the code by random enemies based on certain conditions like weapon/item requirement, tileset, terrain type, etc.

Oh right, I didn't make the link with Tunics' way of handling entities, you are right

Also, if you look at the red, blue, green, yellow, and gray tiles near the chests, you will notice they are transluscent.  These can be used as either dynamic tiles or you can put them down temporarily to be used as placeholders for crystal switch blocks. 

In the current project I uploaded for Chris, I think I included several crystal switch blocks with matching crystal switches, as well as a modified crystal light switch, which I might replace later with PZE's light switch. 

In a very old project I once had using Clickteam Fusion's engine, I actually had completely different sprites for a number of entities:

Crystal switches that more resembled Ocarina of Time's.  These crystals were diamond crystals just like the LttP Maiden crystals, that hovered over a small plaque.  When Link hit the crystal, it would spin once and fade into its opposite color. 

I originally had bombs that would fade/glow red to better emulate the bombs from Ocarina of Time.  The fuse would shrink, and once the fuse reached its base, the bomb would change to a very dark blue; almost black, and upon explosion, would transition from a blue flaming explosion to a red one just like the OoT bombs.

I even had arrows that used real world physics.  Just like bullets fired from a gun, the arrows would 'spin' as they moved through the air.  The feathers on the blunt of the arrow would spin in an infinite loop until the arrow landed.
My tilesets page can be found here:
http://absolute-hyrule-tutorials.solarus-games.org/